Hi guys, this is a little breakout clone i did for a basic challenge (no asm allowed). The bit16 splash screen is made with Zef's tool. You can play with mouse or keyboard (1 or 2 players), 5 different screens.

Looking at the code quickly, I see the game is using 320x200x16 (with constraint) mode in the game play (and bricks are drawn using the background color - so it does not clash with the ball), and the splash screen and menus are using the 160x200x16 mode, and something quite interesting to draw them. I would have definitely put the URL of this web app into the program's header, as it is lost in the code, yet is interesting enough to have a look at.

Cool basic program Basic has the advantage to make it compatible with the TO and MO series. But running on TO requires removing the POKE in line 1050 (and 19000, ...) which creates an illegal function call error.

Fichier(s) joint(s):

dcmoto.png [ 2.97 Kio | Vu 7228 fois ]

As an alternative I propose this kind of fix

Code:

1050 IF PEEK(&HFFF0)=1 THEN POKE &H2019,PEEK(&H2019) OR 8 'NO BUZZER on MO6

which checks for the machine signature at $FFF0. I also remarked that there is a MO5 variable being read which might help, put it doesn't seem to be set anywhere.

Yoann: to make a FD: copy the source code in clipboard, then using DCMOTO in MO6 mode, go to "file/simulation clavier...", and press "simuler avec le presse-papier". The basic source will be automatically typed-in from the clipboard within a few seconds, then just SAVE"ARKAMOID".

Yoann: to make a FD: copy the source code in clipboard, then using DCMOTO in MO6 mode, go to "file/simulation clavier...", and press "simuler avec le presse-papier". The basic source will be automatically typed-in from the clipboard within a few seconds, then just SAVE"ARKAMOID".

Cool basic program Basic has the advantage to make it compatible with the TO and MO series. But running on TO requires removing the POKE in line 1050 (and 19000, ...) which creates an illegal function call error.